Monument Valley, a game for mobile devices in my opinion is as much of a piece of art as it is a game. This is commentary on the style of artwork in the game, it's origins and how it relates to work and personal work in this style of 3D animation.
The game is best described on the developer's website as "an illusionary adventure of impossible architecture and forgiveness" is a game for ios and android and in my opinion is as much a piece of art as it is a game as you can see from these screenshots.
Available for iOS, android and kindle fire.
This "impossible geometry" style was first created by the Swedish artist Oscar Reutersvärd in 1934. The mathematician Roger Penrose independently devised and popularized it in the 1950s, describing it as “impossibility in its purest form”. It is featured prominently in the works of artist M. C. Escher, whose earlier depictions of impossible objects partly inspired it.
The 3D rendering technique used in this game known as isometric 3D has the camera set at a 45 degree angle from the geometry and is an orthographic render meaning it has non realistic perspective with no vanishing point allowing for seemingly impossible logic defying geometry to exist reminiscent of the style popularized by MC Esher.
My own Isometric 3D Animations
Now with a modern take on this style I have also been using this same orthographic/isometric rendering technique to create my own impossible geometry 3D animations bringing new life to a style developed coming up to one century ago.